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OPERACIONALIZACIÓN DE LAS VARIABLES

In document UNIVERSIDAD CATÓLICA DE CUENCA (página 34-73)

4. DISEÑO METODOLÓGICO

4.6 DESCRIPCIÓN DE VARIABLES

4.6.1 OPERACIONALIZACIÓN DE LAS VARIABLES

Th e Witch Reborn

Val Char Cost Roll Notes

8 STR -2 11- Lift 75 kg; 1½d6 [1] 17 DEX 21 12- OCV: 6/DCV: 6

10 CON 0 11-

10 BODY 0 11-

20 INT 10 13- PER Roll 13- 27 EGO 34 14- ECV: 9

30 PRE 20 15- PRE Attack: 5d6

28 COM 9 15- 5 PD 3 Total: 25 PD (20 rPD) 5 ED 3 Total: 25 ED (20 rED) 4 SPD 13 Phases: 3, 6, 9, 12 6 REC 4 40 END 10

30 STUN 11 Total Characteristic Cost: 136

Movement: Running: 6”/12”

Cost Powers END

162 Vile Black Magic: Variable Power Pool, 90 base + 45 control cost, Can Be Changed As A Zero-Phase Action (+1);

Only Magic (-¼) var

105 Th e Discourse Of Souls: Multipower,

105-point reserve

21m 1) Bind Th y Soul: Mind Control 12d6,

Telepathic (+¼), Reduced Endurance

(0 END; +½) 0

18m 2) Know Th y Soul: Telepathy 12d6,

Reduced Endurance (0 END; +½) 0

18m 3) Deceive Th y Soul: Mental Illusions

12d6, Reduced Endurance (0 END; +½) 0 76 Boon Of the Infernal: Multipower,

190-point reserve; Gestures (-¼), Incanta- tions (-¼), Extra Time (5 Minutes; -1) 6u 1) Invoke Th e Demonic Hunt: Summon

8 250-point Demons, Slavishly Devoted (+1), Any Demon (+¼); Gestures (-¼), Incantations (-¼), Extra Time

(5 Minutes; -1) 15

7u 2) Call For Infernal Aid: Summon 2

600-point Demons, Friendly (+¼), Any Demon (+¼); Gestures (-¼), Incantations (-¼), Extra Time (5 Minutes; -1) 19 7u 3) Entreat A Captain Of Hell: Summon

950-point Greater Demon; Strong Willed (-¼), Gestures (-¼), Incantations (-¼),

Extra Time (5 Minutes; -1) 19

37 Banish Th e Infernal: Dispel Summon

16d6, Cumulative (+½), Increased Cumulative Points (192 points; +¼); Only Summoned Demons (-½), Requires A Magic Skill Roll (-½), Incantations (-¼) 8 20 Hidden Reserves Of Magical Might:

Endurance Reserve (120 END, 12 REC; applies to Vile Black Magic, Boon Of Th e Infernal, and Banish Th e Infernal);

Personal REC (-½) 0

75 Ward Th e Body: Force Field

(20 PD/20 ED/10 Power Defense),

Reduced Endurance (0 END; +½) 0

20 Ward Th e Mind: Mental Defense

(25 points total) 0

42 Eye Of Souls: Detect Souls 18- (no Sense

Group), Discriminatory, Analyze, Ranged,

Sense, Targeting 0

15 Magesense: Detect Magic 16-

(Sight Group), Range, Sense 0

Skills

9 +3 with Th e Discourse Of Souls Multipower

25 Magic Skill 24-

3 Concealment 13-

3 Conversation 15-

5 Cryptography 15-; Translation Only (-½) 3 High Society 15-

3 Interrogation 15-

3 AK: France 13-

5 AK: Infernal Regions 15- 3 KS: Arcane And Occult Lore 13- 7 KS: Demonology 17-

5 KS: Necromancy 15- 7 KS: Witchcraft 17-

2 Language: English (fl uent conversation; Old French is native)

3 Language: French (completely fl uent) 3 Language: Latin (completely fl uent) 3 Persuasion 15-

7 Seduction 17-

Total Powers & Skill Cost: 728 Total Cost: 864

200+ Disadvantages

10 Distinctive Features: Mystic Aura (Not Con- cealable; Always Noticed; Detectable Only With Unusual Senses)

15 Distinctive Features: Unearthly Beauty (Concealable, Causes Major Reaction) 15 Enraged: when thwarted (Common), go 11-,

recover 14-

10 Physical Limitation: Unfamiliar With Modern Society (Frequently, Slightly Impair- ing)

25 Psychological Limitation: Utterly Evil (Very Common, Total)

15 Psychological Limitation: Fear Of Returning To Infernal Regions (Uncommon, Total) 15 Psychological Limitation: Vain (Common,

Strong)

15 Reputation: evil witch returned from Hell, 14- (Extreme, Only To Mystics)

20 Susceptibility: to holy water and places, takes 2d6 per Phase (Uncommon)

520 Experience Points Total Disadvantage Points: 864

70 ■ Villains

Hero System 5

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Edition • HERO Plus

EXAMPLE POWERS FOR VILE BLACK MAGIC VPP

Here are a few uses for Chantal’s Variable Power Pool.

Infernal Aid: Chantal oft en begins combat with her VPP confi gured for these powers, particularly if she intends to rely primarily on her Mental Powers. It increases her defenses, while at the same time allowing her act more oft en in a Turn.

+2 SPD. Total cost: 20 points.

Force Field (15 PD/15 ED), Reduced Endur- ance (0 END; +½). Total cost: 45 points. Knockback Resistance -8”. Total cost: 16 points. Lack of Weakness (-9) for Resistant Defenses. Total cost: 9 points.

An Impish Masque: Chantal sometimes transforms a particularly meddlesome opponent into an imp.

Major Transform 5d6 (human into imp; heals back normally) (75 Active Points); Limited Target (humans; -½). Total cost: 50 points

Aura Of Demonic Fire: Greenish fl ames limn Chan- tal. Th e fl ames feed off energy, using it to increase their protection, and allowing Chantal to hurl them at her attacker. Chantal uses Aura Of Demonic Fire if she’s attacked by multiple energy projectors but doesn’t think she’s in immediate danger. (She uses a similar spell for Bricks by changing her Absorption to physical and the Force Field to 12 PD.)

Absorption 4d6 (energy, ¾ to EB, ¼ to Force Field), Can Absorb Maximum Of 80 Points’ Worth Of Energy. Total cost: 48 points. Energy Blast 2d6, Armor Piercing (+½). Total cost: 15 points.

Force Field (12 ED), Reduced Endurance (0 END, +½). Total cost: 18 points.

Vitality Leech: Rather than merely Heal herself, Chantal uses this spell, if she has the opportunity.

Transfer 2d6 (target’s STUN to her STUN), Delayed Return Rate (points fade at the rate of 5 per Minute; +¼), Area Of Eff ect (One Hex Accurate; +½), Ranged (+½). Total cost: 67 points.

The Burning Glyph of Anguish: A Power similar to the one she uses as a shade, with the Invisible Power Eff ect removed. Th is is her favored attack spell.

Ego Attack 6d6, Reduced Endurance Cost (0 END; +½). Total cost: 90 points.

Walk The Arcane Pathways: Chantal uses this combination of powers to fl ee combat. For greater distances outside of combat, replace N-Ray Percep- tion with Clairsentience, and add the Advantage

Megascale to the Teleport.

N-Ray Perception (Sight Group) (not through Force Fields). Total cost: 10 points.

+5 PER with Sight Group. Total cost: 10 points. Teleportation 35”. Total cost: 70 points.

Personality/Motivation: If Shades Of Black ends with the witch reborn, woe to the just and righteous. A great evil has entered the world — an evil which should long ago have passed into death, but has instead studied dark arts at the feet of demons, and returned more powerful for it.

At fi rst, Chantal only delights in her stolen body. She performs individual acts of terror on whatever innocents cross her path — the spilling of virgin blood on a moonless night; the rape of a Christian man’s soul. She commits blasphemies dreadful in detail but small in scope — Sunday churchgoers infl icted with leprosy; the buried dead caused to rise from consecrated ground. She revels in these small acts of evil which make mortal exis-

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tence so dear. But soon her ambitions grow more grandiose.

Her powers are much greater than when she last walked the world of man, and as she comes to fully understand this, she realizes she can accom- plish greater evils. Her power only increases her already considerable pride and conceit. It won’t be long until she establishes herself as a master manip- ulator, lurking in the shadows and dominating men with either her beauty or magic.

She was a thrall in Hell; in the world of men, she will be the master. And as a master of men, Chantal will be little diff erent than the demon lords and princes she once served as a thrall.

Quote: “Ahh... the fl esh holds such delights. So long it has been, I had forgotten.”

Powers/Tactics: Chantal is not a combatant. Th ough her powers are considerably greater than when she last lived, due to her time in the Nether- world, fi ghting — especially the kind that goes on between superheroes and supervillains — is not in her nature. She was raised in a time when a woman, if she had any infl uence at all, worked behind the scenes, manipulating men with cunning or aiding them however she could. Reborn, she falls back into her old patterns, and avoids physical confronta- tion whenever possible. To fi ght her enemies, she strengthens the Black Paladin with her magic, or calls up demons from the Netherworld to fi ght for her. (She rarely attempts to Entreat A Captain Of Hell, due to the diffi culty of controlling such a pow- erful demon.)

Of course, with her powers, Chantal is more than a match for the average superhero, and even a group should take care when seeking to subdue her. If cornered and alone, she begins battle with her VPP confi guration, Infernal Aid. Her next Phase, she uses Mind Control on the most “brutish” PC (most likely a Brick) and commands him to attack his teammates. If she can ferret out Psychological Limitations with Telepathy, she exploits them with Mental Illusions or other means. Her use of her Vile Black Magic is likely to be more devious. In gen- eral, she avoids “fl ashy” pyrotechnics, such as those favored by Talisman, considering them gauche and coarse.

Campaign Use: Chantal is a master villainess, and while lacking the world-shattering power of some mystical threats, she is dangerous to an individual hero or group of heroes.

As time goes on, she will become more famil- iar with the modern world, and as she does, her infl uence will extend into many diff erent mystical organizations — not to mention the more sordid aspects of the criminal underworld. In addition, her existence attracts the attention of sorcerous cabals and other mystical villains, whom she will exploit to the utmost.

As for the Black Paladin: Chantal keeps him around... at least for awhile. She needs a strong arm to enforce her will when seduction and magic fail. Nonetheless, as time goes on she treats him more like her henchman and less like her lover. Of

course, the Black Paladin is proud and no one’s ser- vant. He desired the return of the woman who was his lover and stood faithfully by his side long ago — not the imperious and domineering woman who is Chantal reborn. He won’t appreciate her behav- ior; eventually the two are likely to part ways. And it won’t be a amicable parting.

As a Hunter, Chantal is deadly and driven. First, she learns all she can about the Hunted. She sets imps and other demonic creatures to spy on him, and uses Telepathy on his acquaintances, seek- ing to understand his desires and motivations. Th en she starts taking away everything the Hunted holds dear and destroying everything important to him. She seduces and corrupts everyone of even passing importance to him. Th ose she fails to corrupt she attempts to turn against him through deception, using Mental Illusions or her Vile Black Magic. In the end, if she succeeds, she leaves her victim with nothing and no one — and then Chantal truly begins to take her vengeance by breaking his soul. Her ultimate aim is to turn the Hunted into her servant; but if necessary, reducing the Hunted to the empty shell of a human being satisfi es her desire for revenge.

To increase her combat eff ectiveness, raise her SPD to 5 and STUN to 40. Furthermore, give her an Elemental Control, Lesser Witcheries, that includes Ward Th e Body, as well as Flight 25”, Reduced Endurance (0 END; +½) and Energy Blast 10d6, Armor Piercing (+½). Finally, add to Th e Discourse Of Souls Multipower, Torment Th y Soul: Ego Attack

7d6, Reduced Endurance (0 END; +½). Th ese addi- tions not only make her more like a traditional supermage, but also free up VPP points for other Powers.

To decrease her eff ectiveness, reduce the base points of her VPP to 70 (or even 60). Addition- ally, reduce the slots in her Th e Discourse Of Souls

Multipower to 10d6, and lower her EGO to 24, or even 21. Finally, dramatically reduce, or get rid of entirely, her Boon Of Th e Infernal.

Appearance: Chantal has raven black hair reaching to her waist, witchy yellow eyes, and a milky white complexion. Her body is slender, but womanly. She dresses appropriate to the occasion — she is not so foolish as to wear archaic garb, and adopts modern fashions, though she never wears pants. Whatever she wears is elegant and of the fi nest quality, usu- ally white with black trim and accessories. In the privacy of her own domain, she wears a long white gown with fl aring sleeves and a black belt; over her shoulders, she wears a cloak of raven feathers. She speaks with a slight accent, and oft en slips into archaic speech patterns. If someone comments on this, she laughs charmingly and attributes it to being French.

Her beauty is the same as it was 1,500 years ago: haunting and ethereal. Yet a certain feyness has crept into her features — an appropriate look for one who has died and been reborn. Many are deceived by her beauty, but to those who look deeper, evil is apparent in her saturnine expression, predatory stare, and chilling smile.

72 ■ Villains

Hero System 5

th

Edition • HERO Plus

DARKLING

Th e Black Paladin’s Demon Steed

Val Char Cost Roll Notes

30 STR 20 15- Lift 1,600 kg; 6d6 [3] 20 DEX 30 13- OCV: 7/DCV: 7 22 CON 24 13-

18 BODY 16 13-

10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3

20 PRE 10 13- PRE Attack: 4d6

10 COM 0 11- 12 PD 6 Total: 22 PD (14 rPD) 12 ED 8 Total: 22 ED (14 rED) 4 SPD 10 Phases: 3, 6, 9, 12 12 REC 4 48 END 2

48 STUN 4 Total Characteristics Cost: 134

Movement: Running: 15”/30”

Leaping: 8”/16”

Flight: 15”/30”

Teleport: 15”/60”

Cost Powers END

20 Flaming Hooves: HA +6d6;

Hand-To-Hand Attack (-½) 3

12 Bite: HKA 1d6 (2d6 with STR); Reduced

Penetration (-¼) 1

22 Fiery Snort: RKA 1d6, Penetrating (+½) 2 4 Tough Skin: Damage Resistance

(4 PD/4 ED) 0

15 Barding Of Th e Arcane Pathways: Armor

(10 PD/10 ED); OIF (-½), Activation Roll

14- (-½) 0

30 Infernal Shield: Physical and Energy

Damage Reduction, Resistant, 25% 0 5 Infernal Form: Life Support (Longevity:

Immortality) 0 12 Heavy: Knockback Resistance -6” 0 30 Infernal Horseshoes: Flight 15”, Reduced

Endurance (½ END; +¼); IIF (enchanted

horseshoes; -¼) 2

20 Barding Of Th e Arcane Pathways:

Teleportation 15”, x4 Noncombat, Position Shift , Trigger (when Black Paladin Teleports; +¼), Reduced Endurance (0 END; +½); OIF (-½), No Conscious Control (only when Black Paladin Teleports, must Teleport to same

location; -2) 0

18 Horse’s Legs: Running +9” (15” total) 2 2 Horse’s Legs: Leaping +2” (8” forward, 4”

upwards) 1 10 Mystically Bound: Mind Link, specifi c

individual (Black Paladin), Psychic Bond 0 6 Sharp-Eared and Keen-Nosed: +2 PER

with all Sense Groups 0

Talents

4 Lightning Refl exes: +4 DEX to act fi rst with Full Move

Skills

15 +3 Hand-To-Hand

3 Riding 15-; Complementary To Rider’s Skill Only (-1)

3 Teamwork 13-

Total Powers & Skills Cost: 231 Total Cost: 365

200+ Disadvantages

5 Physical Limitation: Large (4m; -2 DCV, +2 to PER Rolls to perceive) (Infrequently, Slightly Impairing)

15 Physical Limitation: Very Limited Manipula- tion (Frequently, Greatly Impairing)

25 Psychological Limitation: Loyal to Black Paladin (Very Common, Total)

25 Psychological Limitation: Utterly Evil (Very Common, Total)

25 Susceptibility: to holy places and objects, takes 2d6 damage per Phase demon is on holy ground, in a holy place, or within 1” of a holy object (Common)

70 Experience Points Total Disadvantage Points: 365

Powers/Tactics: Darkling uses his Lightning Refl exes to charge (perform a Move Th rough) on the same DEX as the Black Paladin. Since Darkling has Mind Link, his rider does not need a successful roll with the Riding Skill to direct his movements — Darkling moves however and wherever the Black Paladin wishes him to.

Darkling’s Barding Of Th e Arcane Pathways is “attuned” to the Black Paladin’s armor. Its Telepor- tation power only activates when the Black Paladin uses his own Teleportation, and unless Darkling is unconscious or otherwise incapacitated, you should consider the Trigger to always be set. Darkling and the Black Paladin re-appear simultaneously, at the same moment and in the same place. If the Black Paladin was mounted when he Teleported, he re- appears in the same position; otherwise, Darkling stands beside him.

In melee, Darkling attacks primarily with his Flaming Hooves; he can kick opponents with his rear hooves as well as his front. If surrounded, he oft en attacks with both (treat as a Sweep). Darkling usually reserves his sharp-toothed Bite for torment- ing defenseless innocents.

Appearance: Darkling is huge warhorse, standing 19 hands (6’ 4”) tall. His coat and mane is glossy jet-black, with an unnatural crimson blaze on his muzzle, and crimson stockings at the bottom of his legs. His Barding Of Th e Arcane Pathways is fi nely- craft ed black plate, identical in style to the Black Paladin’s own armor. Streams of yellowish smoke drift from Darkling’s fl aring nostrils; and when he exerts himself, his lather tends to sizzle. His hooves leave fl aming marks wherever they strike, includ- ing on the air when he fl ies. Th e malevolent glint in his rolling, bloodshot eyes makes Darkling’s intel- ligence obvious.

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